Learning to write essays at school is considered unpleasant, tedious and even difficult for students. Students feel lazy to start writing, finding and developing ideas, especially developing creative ideas into a narrative essay. In addition, there are still many students who are less skilled in using writing rules in accordance with EYD (The Perfected Spelling). Therefore, this research aims t…
This study aims to look at the impact of using local wisdom-based Learning Participant Sheets (LKPD) to enhance cultural literacy in SD. This type of research is experimental with a quantitative approach as well as using quasi-experimental methods. The design in this study is Nonequivalent Control Group Design. Subjects in this study are class IV A as experimental class and IV F as control clas…
This research aims to develop digital storytelling media on grade III elementary school fairy tale material. The media was developed using R&D research methods with the ADDIE model. The data in this research was obtained through validation tests and product trials. Validation was carried out by two material experts and two media experts. In the material validation test, the media obtained a per…
Learning media is a multimedia-based learning media that contains illustrated text and audio that can attract children to read it and has information related to learning. The purpose of this research is to find out the effect of genially website-based interactive learning media on the understanding of rhymes in class V elementary school. The research was conducted at SD Negeri 147 Pekanbaru in …
This research is motivated by the importance of understanding literacy as a reference in students' understanding in their combined learning activities by using modules that are referenced in the context of local wisdom to increase their knowledge horizons. This research was conducted to examine the effect of local wisdom-based modules on elementary school students. The method in this study was …
This research was motivated by the lack of maximum implementation of learning using conventional methods in elementary schools in Sungai Buluh Village. The learning carried out so far is still teacher-focused. In general, teachers in giving lessons only rely on learning media and what teachers often use so far is package books as learning resources. Without realizing that there are still many s…
The era of evolution 4.0 has encouraged the emergence of a digital native generation, which is influenced by technology and increasingly uses digital devices in everyday life. Digital literacy is very important for these digital natives to overcome problems and improve their quality of life, one of which is the problem of low interest in reading in Indonesia. This research aims to analyze the i…
This research aims to describe the influence of the Discovery Learning learning model on class V. This research was carried out in classes VB and VC at SDN 39 Pekanbaru with a total of 46 people. This research was carried out in the odd semester of the 2022/2023 academic year, to be precise in September 2023. This research used an experimental research type with the Non Equivalent Control Group…
This study aims to see the effect of the interactive multimedia-assisted realistic mathematics education learning model on reasoning skills on geometry material in grade IV elementary school. This type of research is research with a quantitative approach and uses quasi-experimental methods. The design in this study is a nonequivalent control group design, which uses two classes, namely class …
This research aims to see the effectiveness of using local wisdom-based teaching materials on understanding family tree material in class II students at UPT SD Negeri 002 Kuapan. The type of approach used in this research is a quantitative approach with experimental methods. The form of this research is Pre-Experimental with a One-Group-Pretest-Posttest Design research design. The subjects of t…
This research aims to explore the realities faced by women in the context of sports, focusing on the representation of existence, realities in social contexts, and efforts to increase gender awareness. The research problem involves challenges and perspectives that influence women's participation and experiences in the world of sports. This type of research is qualitative with a Foucauldian gene…
This research aims to develop Malay culture-based card match circle learning media for Class IV elementary social studies subjects that are valid and practical. Learning media was developed using R&D research methods with a 4D model. Research data was collected by observation, interviews and distributing questionnaires. Validation was carried out by 5 expert validators with 2 media validators, …
Computational thinking is a problem-solving process derived from computer science and can be applied in various domains. Particularly in mathematics, computational thinking involves four key skills: problem decomposition, pattern recognition, algorithmic thinking, and abstraction. Previous research has tended to focus on primary and secondary school levels, with little research on prospective t…
Penelitian ini bertujuan untuk mengembangkan modul ajar IPAS berbasis STEAM yang valid dan layak digunakan di sekolah dasar khususnya kelas V SD. Metode yang digunakan pada penelitian ini adalah Research and Development (R&D). Pada penelitian ini menggunaka model penelitian ADDIE yang dimodifikasi sesuai kebutuhan peneliti. Adapun tahapan ADDIE yang dimodifikasi dimulai dengan tahap Analysis (A…
This research aims to develop learning media for the STEM Teaching Module in science and science learning material on changes in the shape of objects in class IV elementary school that is valid and practical. This research was conducted on class IV students at SDIT Nurussalam in the odd semester of the 2023/2024 academic year. This research is development research oriented based on the ADDIE mo…
This research aims to determine the level of validity and practicality of the Truth or Dare card media in the Pancasila values material for class V SDN 105 Pekanbaru. This type of research is Research and Development (RnD) research. The development of Truth or Dare card media was carried out using a 4D model consisting of define, design, develop and disseminate stages. Research result. shows th…
Abstract Monopoly game media is a medium that can increase student interest and learning outcomes, then also make students active, enthusiastic and enthusiastic in learning, because in the monopoly game, students are the ones who are more active in communicating while studying. In this way, the monopoly game media is suitable for use in the learning process in forming knowledge and training st…
ABSTRACT Teaching materials are prepared systematically and designed in accordance with applicable curriculum provisions. Currently, the education curriculum in Indonesia has changed to the Independent Curriculum. In the Independent Curriculum, a thematic approach is used in Education Units so that they can choose subject or thematic approaches freely based on students learning needs or base…